Eh bien, il y en a, des choses marquées "à faire" depuis les années. Plus de 20 pages si je veux les imprimer sur papier. Ce sont principalement des améliorations pour les éditeurs, comme la possibilité de définir les zones de collision et les points-tests dans un éditeur graphique, aujourd'hui (enfin) très actuel.La plus ancienne … Continue reading Les vieux tout doux
Category: level editor
rbegin(), deadend.
I know that C++ has pitfalls and numerous weapons for you to shoot at your own feet, and the behaviour of iterator has already puzzled me a couple of time, but I wasn't expecting *this*. I wasn't expecting the position returned by a single there = list.rbegin() to be different depending on when you de-reference … Continue reading rbegin(), deadend.
pinky LEDS
I've spent too much of my hobby time trying to figure out why one object of my levels didn't work as expected, partly because properties were only encoded as obscure quadnary codes in the level editor. Now, I can give a nickname and a cpc-like SYMBOL statement to illustrate the block behaviour. Whenever a 0-3 … Continue reading pinky LEDS
Un nouveau mode d’action pour LEDS
Ajuster les propriétés des blocs d'un niveau, ça devient fréquent et c'est loin d'être une partie de plaisir dans LEDS. L'encodage par tiles spéciaux numérotés de 0 à 3 est techniquement suffisant, mais c'est une vraie plaie pour l'édition de niveau et encore pire pour la maintenance du genre "faire en sorte que l'encre réagisse … Continue reading Un nouveau mode d’action pour LEDS
WYSIWYG level
I had a bullet point in my "todo-before-release" list saying that the level shall be WYSIWYG -- the accronym for "What You See Is What You Get", which is just a coder jargon for form-fits-function. You see a solid structure, there is a solid structure. You don't see any, that's because there isn't any. No … Continue reading WYSIWYG level
Ready? School!
one whole line of airborn (trans)anims!Aah ! Ça fait du bien! J'ai réussi à mener à bien les modifications synchronisées de l'éditeur de niveau et d'animations pour permettre jusqu'à 6 fois plus d'animations. Du coup, ma DS "green lime" est prête à reprendre le flambeau et me permet d'enfin bricoler ce "niveau anniversaire", qui a … Continue reading Ready? School!
Missing monsters
A bug in pokemon. Here bea no-such-monster exceptionLatest tests seems to claim that upgrade LEDS is trust-worthy enough to start manipulating my precious level maps (or at least their Lime copy -- more to come soon). There's one last thing I would like to fix: making sure that we can detect missing monsters, which may … Continue reading Missing monsters
runbox 0.8 then LEDS …
That's the result of summer re-factory: runme can now be used to navigate the content offline, launching levels and tools, and pre-viewing pictures and musics (although some more regression testing on those last features would be welcome). The top-screen show me where I am, what the current filter pattern is (e.g. SC*.MAP) or the selected … Continue reading runbox 0.8 then LEDS …
Yearling
Last year's "holiday todo list" is thus finally completed. The last touches to SpongeBop's behaviour were introduced mid-June, multi-palette support was released in March, ink hurts (when configured in that way) and (of course), we do have compound-animation for Bilou since September 1st, 2012, and I fixed much more than just the "landing bug".What's up … Continue reading Yearling
Refactoring level loading in LEDS
If you want monsters in a level with libgeds, a .map file isn't enough. You need to provide a companion .cmd GameScript file that contain commands parsed by the engine to instanciate dynamic object, set rules that guide them, etc. Most of that content is left unmodified when you edit your map: only some 'GameOBject … Continue reading Refactoring level loading in LEDS